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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Lazer Fo Cused
Shining Flame Amarr Empire
587
|
Posted - 2015.01.22 13:37:00 -
[1] - Quote
CCP Rattati wrote:Dear players, after reading through the 71 pages, and going back to study the dropsuit progression, plus factor in the massive tank OP situation that has arisen in the past, I propose that we introduce a tiericided approach to vehicles that has been proposed with dropsuits before. Dropsuits are different in that their relative powerlevel is much much lower, so that approach may not work there. That's for later. Read the whole list through, before raging, this is a holistic approach. Phase 1 1) Introduce ADV and PRO HAVs that only progress in PG/CPU, therefore being able to fit higher tiered gear, making fitting optimizations necessary as well. Adding slots to the progression is not an option. 2) This will be contentious, all HAVs will have prefitted turrets as that is their intent as a Main Battle Tank. They can be replace but not removed (yellow) 3) All PG/CPU calculations will be based on the math of determined PG/CPU per slot, much like was done with Sentinels and Assaults a few months ago. Therefore, the turret PG/CPU will be factored "in" to the HAV capacity. 3a) STD HAV will be ADV/ADV/ADV/STD, ADV HAV will be ADV/ADV/PRO/STD, PRO HAV will be PRO/PRO/PRO/ADV, High/Low/Large Turret/Small Turret. 3b) This fits Dropsuits as they should be very near fitting all proto, if and only if they have full optimizations, but some fittings will nevertheless not be able to reach full Proto 4) New Skill - Dedicated SHAVs (solo HAVs)- unlocking HAVs with no small turrets, exactly the same as HAVs, except their fitting capacity has also been reduced by the amount that the turrets granted in the above calculations. Skill Unlocks all Dedicated Tank Skills 5) New skills - Faction UHAV (Ultra Heavy Assault Vehicle) - Highly armored, slow, fewer slots, with damage and bonuses to small turrets 6) New skills - Faction DHAV (Destroyer Heavy Assault Vehicle) - Very fast, lightly armored with bonuses to Missiles and Blasters, turret specialization is essential here, no small turrets. 7) Introduce key active modules, for each race - after studying carefully I believe active heatsinks, active spool ups and active tracking modules would be most tactical and able to provide play counterplay moments 8) Add Anti Infantry Missile Launchers (fragmented) Phase 2) Rebalance as needed and introduce "repurposed hulls", same progression but using Gallente Hulls and highly recognizable color schemes to represent Amarr, Caldari for Minmatar. Phase 3) More Modules and weapons I hope to see real discussions about this proposa, please keep lore out of it for now, but feel free to start your own naming threads, I will sticky the best one, we need 2 new names for Caldari and Gallente ADV and PRO HAvs plus all the Amarr/Minmatar names. See updated on the fly document here: HAV Master Spreadsheet
Phase 1
1. When i get ADV/PROTO dropsuits apart from an increase in PG/CPU i also gain more module slots - I expect this for vehicles also
2. So if i have 3 rails pre-fitted i take it i can swap out to 3 missile turrets?
3. Okay but is it still factored if you change the turret? 3a. Okay 3b. Some suits can fit all proto but if it takes alot of SP to get the optimizations then i am fine with that
4. Okay 4a. I want a locking mechanism for the non solo HAV because me putting 30mil SP into a vehicle and funding it i do not want a stupid blueberry jumping in it and firing the turret and using all the ammo at anything that happens to move 4b. Use Planetside 2 locking - No lock so anyone can get in, Squad lock so only players who are in my squad can get in because of course i trust squad members more than blueberries and also if i change from No lock to Squad lock it kicks out players in my turrets who are not in my squad
5. Highly armored - fine 5a. Fewer slots? - so i have more base HP? but less slots to tank the vehicle? what? 5b. Damage and bonuses to small turrets - Better make small turrets better than and worth it to use against infantry ie blaster no having luck instead of accuracy
6. Very fast - Speed of a LAV? 6a. Lightly armored - Okay 6b. Damage to blaster and missiles - okay but why not railgun too? 6c. No small turrets - Okay allows ambushes at least
7. For modules just add in what is needed from chrome - Also i feel a back to chrome stats for modules is best - https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml - that doc has all modules in it
8. I also have fragmented missiles in my doc sheet above - I put them with more splash then direct damage do they are just AI and not AV at all
Phase 2
1. Cant complain gives me more to skill into
Phase 3
1. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml - Like i said modules and ideas in this google doc |
Lazer Fo Cused
Shining Flame Amarr Empire
587
|
Posted - 2015.01.22 13:42:00 -
[2] - Quote
CCP Rattati wrote:STYLIE77 wrote: relevant thoughts
I know the risks, and all the history. I believe there is a way to make this work. Vehicle players will have to realize that the progression will not be nearly as steep as before, and that there will be a learning period while we balance the content, erring on the safe side. Without some form of AI threat, there is no reason to use HAVs except to fight other HAVs. There needs to be that first escalation to get the game going. HAVs may end up being even easier to kill at lower levels, I don't have the stats yet. Again, we want everyone to have a way to progress, and feel that they are unlocking and earning something of value. If 5 tanks are too much, we may restrict them to 3, whatever is necessary.
1. 3 tanks? Not having that i dont see the option to restrict proto pub stompers to only 3 proto suits on the field at any one time
2. Balance for PC/FW and not pubs, most of stylie complaints are at pub matches where MM is broken and acedemy players get put with vets and when you balance too much for pubs they become useless in PC like now |
Lazer Fo Cused
Shining Flame Amarr Empire
587
|
Posted - 2015.01.22 13:43:00 -
[3] - Quote
CCP Rattati wrote:Monkey MAC wrote:Firstly, I'm glad your refitting small turrets as a compulsory item and I'm liking the specialisations your going for too. Just be careful with difference between solo and regular HAV, if solos aren't comparable to regulars everyone will just use a regular with the 2 empty turrets. Then they are potentially helping by allowing new players to jump in, which is a bonus for teamplay
1. I do not want new players jumping into my 30mil SP invested vehicle and have them shooting at everything and wasting ammo |
Lazer Fo Cused
Shining Flame Amarr Empire
587
|
Posted - 2015.01.22 13:53:00 -
[4] - Quote
CCP Rattati wrote:Aeon Amadi wrote:- Any intentions on making the forward turret able to swivel 360 degrees as they did in closed beta? Always a pain to be stuck on the front gun with anything other than a small missile turret for use against other tanks.
- Proper vehicle locks?
Anyway, along the lines of progression.
UHAVs should, understandably, be very tanky against infantry AV. DHAVs should be vulnerable to Infantry AV, in my thinking, but my current fear is that the DHAVs (as designed currently in the concept) will be just as viable against infantry as UHAVs given that they have higher damage which will inevitably be used to make short work of infantry, offsetting their reduced durability. Also the factor that the Vayu in particular will be faster.
It's my current thinking that UHAVs should take a single DHAV or a -lot- of infantry to deal with. Meanwhile, DHAVs should be balanced on a 1-v-1 basis against infantry as to not offset the numbers game in a 16v16 gameplay.
- What plans, if any, are being made to ensure that DHAVs are especially susceptible to Infantry AV on a 1-v-1 basis, as they are solo vehicles?
- What plans, if any, are being made to ensure that UHAVs are reliable -against- infantry but susceptible to DHAVs? DHAVs should not want to be near AV infantry, I am talking instapop with a plc, almost LAV like.
1. What is to stop the normal HAV from having a PLC jump out and pop it in 1 shot?
2. Why would i want to skill into the DHAV and get popped in 1 shot when it will take more SP to skill into it than the PLC and also if it has a blaster for the turret which requires CQC distance to the enemy vehicle which will most likely be guarding a point or has someone in the small turret like in 1?
3. Really the railgun should be on a DHAV since it has range but if a PLC can pop it then a FG will OHK also which again why should i use the DHAV and not a solo HAV instead which can take a beating? |
Lazer Fo Cused
Shining Flame Amarr Empire
588
|
Posted - 2015.01.22 15:34:00 -
[5] - Quote
Iron Wolf Saber wrote:Luther Mandrix wrote:Iron Wolf Saber wrote:Slot progression shouldn't be a thing not even for dropsuits.
however asking for more slots in general is something I like to see; vehicles have to few and cookie cutter the fits because of the lack of slots overall.
+1 or +2 every hull. Do we need mid slots for vehicles? Would rather see equipment slots make a debut on vehicles. (deployables)
1. Nope unless the deployable is drones
2. We need Rigging slots and callibration on vehicles |
Lazer Fo Cused
Shining Flame Amarr Empire
590
|
Posted - 2015.01.22 19:19:00 -
[6] - Quote
Soraya Xel wrote:CCP Rattati wrote:Aero Yassavi wrote:Soraya Xel wrote:CCP Rattati wrote:I do know that commanders don't want players in their tanks, and that is the olive branch of solo HAvs, unlockable through specialization. Solo HAVs should not be as powerful as MBTs though. More players should have that force multiplier effect. Especially when you consider that in this particular case (Dust as a game that is) you are locked to a max of 16 players per side. You can't add a 17th or 18th player to the team no matter how hard you try. So if you are going to invest 3 players into one unit, that is essentially 2 lost players on your team. More players operating as one unit should definitely be more powerful than any one player in theory at least. Now if players weren't as much of a limited resource, like say in EVE where you can keep calling more and more players into the system, then I could see the validity of counter arguments. But of close that won't happen here (at least not soon or on the PS3). I have been discussing this with Xel. One normal HAV with 3 manned turrets - "will" win a solo HAV, just due to extra fire power One normal HAV with only driver - will have exactly the same fitting power as a solo HAV with only driver - draw Where does the solo HAV must be worse than an empty HAV come from? Because this can't be balanced in a vacuum. AV is a part of this system. And a single AV should be able to take out a single person tank (pretty close to current tank balance), but if you actually have three people manning a tank, it should be much tougher to kill. Yes, I am asking for a tank buff. Me. Of all people.
1. If it takes 1 AV to 1 SOLO HAV then will it take 3 AV to take a 3man HAV? |
Lazer Fo Cused
Shining Flame Amarr Empire
598
|
Posted - 2015.01.23 13:14:00 -
[7] - Quote
Soraya Xel wrote:Lazer Fo Cused wrote:1. If it takes 1 AV to 1 SOLO HAV then will it take 3 AV to take a 3man HAV? With the rough point that there's ups and downs to fitting and gear quality and such, yes, that's roughly what I'm suggesting. One player should equal one player.
1. The vehicle hating CPM member agrees that it should be 1:1 ratio
2. The new 3man HAV will take 3 AV to combat it - Currently you can use a 3man HAV now and 1 AV can kill it
3. Im holding all the infantry and AV players who preached this 1:1 ratio to account if they try and complain that it takes 3 AV to combat the 3man HAV - Your rules you stick to them |
Lazer Fo Cused
Shining Flame Amarr Empire
599
|
Posted - 2015.01.23 15:09:00 -
[8] - Quote
CCP Rattati wrote:Number enthusiasts,
you can take a glance at how I am approaching the progression calculation in the tabs HAV Loadouts and more new tabs.
Basically I am creating a step by step progression plan, while managing somewhat competitive fits.
Take a look.
1. Aro you still working with 3/2 slot progression for ADV/PROTO? |
Lazer Fo Cused
Shining Flame Amarr Empire
600
|
Posted - 2015.01.23 17:55:00 -
[9] - Quote
1. I cant make loadouts based on the 3/2 slot layout since they are all the same cookie cutter fits
2. Need more module variety so i cant make cookie cutter fits
3. Need more slots too for adv/proto hulls to help eliminate cookie cutter fits |
Lazer Fo Cused
Shining Flame Amarr Empire
619
|
Posted - 2015.01.24 11:02:00 -
[10] - Quote
CCP Rattati wrote:Guys
I am doing my homework here, with the loadouts. I started a brand new character and walked exactly through the steps of "what mighe each fit be with a given PG/CPU", without using PG/CPU mods. That means using suboptimal fits to experiment and get a fit under the cap.
To do a full PRO tank, and leaving the small turrets, we need way higher PG/CPU, and or some core PG/CPU skills, that I like actually.
I need to do this first in an environment that is known, IE 7. Once I have bashed out all the requirements for that to work, there shouldn't be any problem going to 7 slots. Problem is that that may require a little different approach with progression, because I don't want to rebalance all module efficiencies at the same time to make sure 7 slots isn't OP.
So, please propose eHP reduction that follows going to 7, because brick tanking should not be a thing.
Also, recommend some shield modules for lows.
Also, list out the unusable modules, and give hints on how to fix them, f.ex. shield boosters and the like. "What would they have to be like for me to start using them"
Thanks!
1. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml - This doc contains all the modules we had in chrome for shield/armor/engineering/electronics etc
2. It also contains the core PG/CPU skills - 5% per level to PG/CPU per level for engineering and electronics
3. Old marauders had 8 slots btw and the old basic HAVs had 7 slots and for chrome and uprising they were balanced mostly but armor was still king and the turrets were a bit off
4. I can brick tank a suit why is it against the rules to do so for vehicles? This is the whole point of variety being able to do something them making it work with experience
5. Power diagnostic systems, shield regulators, shield flux coils (EVE modules)
6. Shield boosters need to go back to being 5 pulses and each pulse over 3 seconds - Currently if anything hits it while boosting it stops and its wasted
7. These propsed fits are terrible 7a. Gunlogi never fits 2 extenders, its 2 hardeners because there is no other choice really and also the shield regen is not constantly passive either and the delay kills the shield regen ability
8. Unusable modules - There is barely any to begin with because the variety is at an all time low - Now if you compared the modules we have to chrome/uprising for me nearly all the current modules we have now are sub par to chrome/uprising modules 8a. Armor hardeners - Really useless in my book an armor rep is better or even a plate 8b. Shield boosters - Due to either not working or the regen being halted if it gets hit and the boost time of 1sec is the main problem i find |
|
Lazer Fo Cused
Shining Flame Amarr Empire
620
|
Posted - 2015.01.24 13:05:00 -
[11] - Quote
Breakin Stuff wrote:shaman oga wrote:Breakin Stuff wrote:I like my spreadsheet but you literally cannot use the HAVS without also sharply boosting AV capacity. The AV values there were from when in chrome a solid AV gunner could put those listed HAVs, including marauders, in check.
AV is not of my interest at the moment, i care to have enjoyable and worty vehicles. AV can then be buffed or nerfed as needed, once vehicle setup is in the right place, AV is dependant from vehicles not viceversa. For game balance they are interdependent, not independent. Each has to go with the other. Neither exists in a vacuum.As far as fixing them? Until Rattati comes to the end or very close to the completion I literally CANNOT offer changes, only tag what we have. It's why I'm participating. So as soon as we have finalized numbers, then I'm going to work. Im just here to point out what might go pear shaped. my chrome numbers were based on what worked. But right now we are working basically from scratch. So I'm mostly here to watch, crunch numbers, poke soraya occasionally when he misbehaves and stand by to give recommendations. The reason I used the AV values in my chrome spreadsheets was because those AV nunumbers WORKED at the time. From what I'm seeing from ratman those numbers are no longer valid. So I'll cook new numbers based on what you HAV nerds hash out.
1. Thats wrong - vehicles can exist without AV because vehicles can knock each other out, AV only exists for infantry but vehicles can do the job just fine |
Lazer Fo Cused
Shining Flame Amarr Empire
620
|
Posted - 2015.01.24 15:27:00 -
[12] - Quote
Breakin Stuff wrote:Your way means vehicles can kill infantry but not the reverse.
This is not balance.
Nor is it fun.
I am not wrong because infantry and AV exist together in a combined arms shooter.
Your assertion only works if there are no infantry to be casually farmed for free KD.
1. Never said anything about killing infantry or balance
2. Its a fact - vehicles can exist just to kill each other, they do not need AV but AV needs vehicles or it is useless - vehicles just exist now in dust to kill each other while AV does it better than a vehicle does anyways |
Lazer Fo Cused
Shining Flame Amarr Empire
620
|
Posted - 2015.01.24 16:23:00 -
[13] - Quote
Godin Thekiller wrote:Vell0cet wrote:Rattati, are capacitors completely off the table?
Adding capacitors and real Ewar (e.g. Webs, neuts, tracking disrupters) would solve so many of the balancing problems with vehicles and AV. You could for example brick the thing to hell, but you'd be ungodly slow and have little cap to run speed mods if you got into trouble. Or you could fit for cap regen and fit a repper that could run constantly, making you very strong in 1 v 1, but very vulnerable to burst alpha damage. Overall, with the ability to cripple vehicles through Ewar, you open up opportunities for fights to take longer, which is more strategic, satisfying, and fun gameplay.
Capacitors should be the centerpiece of a vehicle overhaul. It provides many additional balancing vectors that only affect survivalbility indirectly. Caps would add too much to try and do at once on top of what we have now.
1. Caps create balance
2. If caps were to be added all vehicles and modules have to be done from scratch
3. If caps were to be added just look at EVE, copy and paste what you need and its halfway there problem is i dont think PS3 can deal with it or CCP cant code it in or we would have had it by now - expect it in Legion |
Lazer Fo Cused
Shining Flame Amarr Empire
621
|
Posted - 2015.01.24 16:35:00 -
[14] - Quote
Godin Thekiller wrote:Lazer Fo Cused wrote:Godin Thekiller wrote:Vell0cet wrote:Rattati, are capacitors completely off the table?
Adding capacitors and real Ewar (e.g. Webs, neuts, tracking disrupters) would solve so many of the balancing problems with vehicles and AV. You could for example brick the thing to hell, but you'd be ungodly slow and have little cap to run speed mods if you got into trouble. Or you could fit for cap regen and fit a repper that could run constantly, making you very strong in 1 v 1, but very vulnerable to burst alpha damage. Overall, with the ability to cripple vehicles through Ewar, you open up opportunities for fights to take longer, which is more strategic, satisfying, and fun gameplay.
Capacitors should be the centerpiece of a vehicle overhaul. It provides many additional balancing vectors that only affect survivalbility indirectly. Caps would add too much to try and do at once on top of what we have now. 1. Caps create balance 2. If caps were to be added all vehicles and modules have to be done from scratch 3. If caps were to be added just look at EVE, copy and paste what you need and its halfway there problem is i dont think PS3 can deal with it or CCP cant code it in or we would have had it by now - expect it in Legion 1: Caps don't create balance, balanced numbers create balance. 2: So more work for the dev. are you for this or against this? 3: Even in Legion it wouldn't work. I don't think you understand how much cap management takes up for brain power.
1. They do in my book
2. Frankly if cap got added to all vehicles and just say it would take a solid 6months to a year i think i could deal with it considering i could perma run a hardener or 2
3. It would work in Legion because iots on PC, also its in EVE and only idiots cannot deal with caps, in uprising i handled 5active mods and that was fine |
Lazer Fo Cused
Shining Flame Amarr Empire
625
|
Posted - 2015.01.24 17:31:00 -
[15] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote: 2. Frankly if cap got added to all vehicles and just say it would take a solid 6months to a year i think i could deal with it considering i could perma run a hardener or 2
Passive modules (Resistance Amps for your example) would accomplish a psuedo cap-stable fit. Also CCP is not going to dedicate months to implement a capacitor system. Maybe if they had a full Dev team dedicated to the game, but we don't.
1. We had them in chrome and uprising to begin with, CCP took them away
2. They are availible in EVE
3. Its a better system overall |
Lazer Fo Cused
Shining Flame Amarr Empire
634
|
Posted - 2015.01.24 18:18:00 -
[16] - Quote
Pokey Dravon wrote:Well that's cute Sparky, but again it's probably not happening considering the lack of Dev support on Dust.
Also I'm reintroducing passive modules, as I've said like...a dozen times. But i can't expect you to comprehend things so I'll let it pass.
1. You need to take your meds
2. I already said CCP took them away - what part of that dont you understand?
3. Ive beeing saying go back to chrome and uprising for the past 6months it feels like - I guess you missed that also |
Lazer Fo Cused
Shining Flame Amarr Empire
634
|
Posted - 2015.01.24 18:52:00 -
[17] - Quote
Luther Mandrix wrote:CCP Rattati wrote:Guys
I am doing my homework here, with the loadouts. I started a brand new character and walked exactly through the steps of "what mighe each fit be with a given PG/CPU", without using PG/CPU mods. That means using suboptimal fits to experiment and get a fit under the cap.
To do a full PRO tank, and leaving the small turrets, we need way higher PG/CPU, and or some core PG/CPU skills, that I like actually.
I need to do this first in an environment that is known, IE 7. Once I have bashed out all the requirements for that to work, there shouldn't be any problem going to 7 slots. Problem is that that may require a little different approach with progression, because I don't want to rebalance all module efficiencies at the same time to make sure 7 slots isn't OP.
So, please propose eHP reduction that follows going to 7, because brick tanking should not be a thing.
Also, recommend some shield modules for lows.
Also, list out the unusable modules, and give hints on how to fix them, f.ex. shield boosters and the like. "What would they have to be like for me to start using them"
Thanks! How about a Explosive Plate mod that only gives ehp if you are hit by missiles? special plate or frequency shield that only buffs against a certain weapon type (Rock,Paper thing)
1. You mean damage resistance plates for a certain type of damage - they exist in EVE
2. We only have 2 damage types it seems - Shield and armor - we know stuff does explosive but in this game that -20% to armor
|
Lazer Fo Cused
Shining Flame Amarr Empire
635
|
Posted - 2015.01.25 10:32:00 -
[18] - Quote
CCP Rattati wrote:spkr and lazer, I'm not trying to be mean or dispiriting but sadly most of your posting is negative, repetitive and arrogant. None of which make me trust or work with your feedback. And it seems you don't even read my explanations nor reasons. Sorry for singling you out but the rest of the players aren't doing that, consistently at least.
An example of useless and hostile commentary: "these fits are terrible". As I have explained I was trying to make a fit without PG/CPU mods AND have the cheapest small turrets, to demonstrate exactly the plight of HAV fitting.
Second, "we don't have PRO tanks". If you had really tried to understand the concept of the bring back initative, it was to create ADV and PRO hulls, that would be able to fit their hulls closer to how dropsuits progress through std-pro. Again, my fits demonstrate exactly how far from HAV pilots are from being able to do that with current hulls and skills.
1. Negative - You would be if you had seen your playstyle nerfed into the ground after each update and build with no possible positive outcome or even a glimmer of hope
2. Repetitve - Yea i have to be because people dont listen like when they say the swarm launcher is fine when its consistantly broken
3. Arrogant - Well you dont get be considered one of the best PC tankers if you dont believe in yourself and your abilities in a HAV
4. Those fits are terrible - Aswell as being correct it would have also helped your PG/CPU problems if you put back in some core skills and also some missing modules which also help with your PG/CPU problem but instead you are working with one hand tied behind your back and not using all availible options
5. PRO tanks - Currently again your spreadsheet is still working with the 3/2 slot layout - Even old HAVs were 7 slots and Marauders were 8 so until the spreadsheet is updated with increase slots for ADV/PRO tanks they never will be, it will be just tiercide with the same cookie cutter fits but more of an SP sink
6. Honestly - Chrome was best and we are going further away from it, im seeing AV and infantry put forward bad ideas and actively leading the way in ruining my playstyle, the best of the best in vehicle users and pilots are no longer here because they dont trust CCP and that there are better games with more balance and unfortunately are not here to offer anything
7. I will still be here - I wont go because AV and infantry dont like what i have to say, i wont go because you dont like it that i find big gaping holes in your propsals, i wont go because i dont want to see a playstyle be actively demolished by the people who dont like it, i wont be pushed out because you want to be surrounded by yes men who all tell you that you are doing a wonderful job - If you dont like it i dont really care, your only option is to ban me and if that happens anytime soon then i know i was right all along and it is a closed shop
8. Thats not feedback is it? - https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml |
Lazer Fo Cused
Shining Flame Amarr Empire
635
|
Posted - 2015.01.25 11:17:00 -
[19] - Quote
CCP Rattati wrote:Lazer Fo Cused wrote:CCP Rattati wrote:spkr and lazer, I'm not trying to be mean or dispiriting but sadly most of your posting is negative, repetitive and arrogant. None of which make me trust or work with your feedback. And it seems you don't even read my explanations nor reasons. Sorry for singling you out but the rest of the players aren't doing that, consistently at least.
An example of useless and hostile commentary: "these fits are terrible". As I have explained I was trying to make a fit without PG/CPU mods AND have the cheapest small turrets, to demonstrate exactly the plight of HAV fitting.
Second, "we don't have PRO tanks". If you had really tried to understand the concept of the bring back initative, it was to create ADV and PRO hulls, that would be able to fit their hulls closer to how dropsuits progress through std-pro. Again, my fits demonstrate exactly how far from HAV pilots are from being able to do that with current hulls and skills.
1. Negative - You would be if you had seen your playstyle nerfed into the ground after each update and build with no possible positive outcome or even a glimmer of hope 2. Repetitve - Yea i have to be because people dont listen like when they say the swarm launcher is fine when its consistantly broken 3. Arrogant - Well you dont get be considered one of the best PC tankers if you dont believe in yourself and your abilities in a HAV 4. Those fits are terrible - Aswell as being correct it would have also helped your PG/CPU problems if you put back in some core skills and also some missing modules which also help with your PG/CPU problem but instead you are working with one hand tied behind your back and not using all availible options 5. PRO tanks - Currently again your spreadsheet is still working with the 3/2 slot layout - Even old HAVs were 7 slots and Marauders were 8 so until the spreadsheet is updated with increase slots for ADV/PRO tanks they never will be, it will be just tiercide with the same cookie cutter fits but more of an SP sink 6. Honestly - Chrome was best and we are going further away from it, im seeing AV and infantry put forward bad ideas and actively leading the way in ruining my playstyle, the best of the best in vehicle users and pilots are no longer here because they dont trust CCP and that there are better games with more balance and unfortunately are not here to offer anything 7. I will still be here - I wont go because AV and infantry dont like what i have to say, i wont go because you dont like it that i find big gaping holes in your propsals, i wont go because i dont want to see a playstyle be actively demolished by the people who dont like it, i wont be pushed out because you want to be surrounded by yes men who all tell you that you are doing a wonderful job - If you dont like it i dont really care, your only option is to ban me and if that happens anytime soon then i know i was right all along and it is a closed shop 8. Thats not feedback is it? - https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml I very much appreciate the spreadsheet. The tone of this reply is more or less, however, much of the same, case in point 4 and 5 indicate willful misunderstanding. If you ever get banned it will be for breaking the forum rules, but you don't need to be banned to be ignored. My hope is that you can find a constructive way to post and help vehicle users.
1. Until something changes and that change is on the positive side of things the replies will always be the same
4/5. Im still seeing 3/2 on a PRO HAV in your spreadsheet and nothing about modules and skills - Until that changes i will call it as i see it and you will call my comment a willful misunderstanding |
Lazer Fo Cused
Shining Flame Amarr Empire
637
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Posted - 2015.01.26 11:25:00 -
[20] - Quote
1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
2. Doc is right about opening a subject to everyone because as we have seen non pilots are trying to talk about something they do not know
3. AV/infantry now want all light weapons to do damage to vehicles - Really in todays terms that is like asking for an AK-47 to damage and destroy a Challenger tank - No to mention that if all weapons do damage then the DS and especially the LAV are then even weaker than before 3a. This is really double standards - My large missile which fires 6ft missiles doesnt even have enough splash let alone damage to kill a scout and they want laser rifles to damage a vehicle 3b. More double standards - My large blaster could kill infantry once upon a time, now it cant even hit a bunny hopping sentinal let alone a vehicle at 50m
4. Flux grenades should be flux grenades and not have a 2nd ability because all shield vehicles would be worse off espc if they lose 1500shield and cant move
5. Webifiers - Make it into a tool of some sorts so you have to hold it into place |
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Lazer Fo Cused
Shining Flame Amarr Empire
637
|
Posted - 2015.01.26 11:44:00 -
[21] - Quote
H0riz0n Unlimit wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
2. Doc is right about opening a subject to everyone because as we have seen non pilots are trying to talk about something they do not know
3. AV/infantry now want all light weapons to do damage to vehicles - Really in todays terms that is like asking for an AK-47 to damage and destroy a Challenger tank - No to mention that if all weapons do damage then the DS and especially the LAV are then even weaker than before 3a. This is really double standards - My large missile which fires 6ft missiles doesnt even have enough splash let alone damage to kill a scout and they want laser rifles to damage a vehicle 3b. More double standards - My large blaster could kill infantry once upon a time, now it cant even hit a bunny hopping sentinal let alone a vehicle at 50m
4. Flux grenades should be flux grenades and not have a 2nd ability because all shield vehicles would be worse off espc if they lose 1500shield and cant move
5. Webifiers - Make it into a tool of some sorts so you have to hold it into place Point 3 is not bad, if every weapon deal damage to LAV, it means less murder taxi
3. For me its bad if i cant do the same with a large turret - Blaster is terrible now, Missile require direct hit even tho its a 6ft missile and Railgun is direct hit
4. LAV - Most are unfitted so i wouldnt mind, i would mind tho if i spent 80k on a LAV fit only for an AR to take it down, its an LAV not a ford focus |
Lazer Fo Cused
Shining Flame Amarr Empire
640
|
Posted - 2015.01.26 12:58:00 -
[22] - Quote
H0riz0n Unlimit wrote:Who use a LAV for something different from murder taxi or Jlav now?
1. The old LLAV if it wasnt for murder taxi ability did have the ability to rep other vehicles/infantry and were good at it, it was an option |
Lazer Fo Cused
Shining Flame Amarr Empire
640
|
Posted - 2015.01.26 13:31:00 -
[23] - Quote
Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage.
1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics |
Lazer Fo Cused
Shining Flame Amarr Empire
640
|
Posted - 2015.01.26 14:37:00 -
[24] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage. 1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics How about you not try and berate people for the horrendous crime of not perfectly agreeing with you. People have opinions. They usually don't seem to mimic yours. Get over it.
1. People have opinions - Fact
2. Can peoples opinions be incorrect? Yes
3. It would help if they could get the basics correct like how much damage a railgun shot does or how many shots it takes to overheat, you know the very basics than any HAV pilot would know about and then maybe they could add some helpful information to the subject at hand instead of getting it wildly wrong on many points
4. Also i berated it because it got the 'core facts' that any HAV pilot would know wrong - Core facts that are written in the game - Not written by me, not an opinion, not a theory or something that i wrote or agree with but numbers that are in the game which were put there by CCP and they couldnt even get that right |
Lazer Fo Cused
Shining Flame Amarr Empire
640
|
Posted - 2015.01.26 14:44:00 -
[25] - Quote
Tesfa Alem wrote:Lazer Fo Cused wrote:Tesfa Alem wrote:Lazer Fo Cused wrote:1. Tesfa has proven why its a bad idea for infantry to talk about vehicle related subjects - Really i dont think you could have been anymore wrong and just proves that you dont use vehicles at all let alone turrets
Really dude? Skip 00:52 to see my garage. 1. How about skip to the post where you think rails overheat in 5shots 1a. How about skip to the post where you think rails do 1885damage per shot 1b. How about skip to the part where you think the railgun can fire all shots before the missile turret can 1c. How about you skip to the part where all your maths are wrong because you dont know about turret mechanics I could direct you to my post where I discussed calmly where I got my stats from. Where I compared 4 rounds to a full Missile clip. Where I also used the rail stats True Adamance showed me. Where i also explain my views on DHAV. ( hint post #370 pg 19) Though I'd like you to quote me on saying rails can fire all shots faster than a missile turret can, seeing as you pulled that one from where the sun don't shine. But, letting you vent your emotions, its partly a entertaining spectacle, but mostly the main reason why the devs, and pretty much anyone who isn't speaker struggle to take anything you say seriously. Its hurting more than helping. Hell, even by responding to you i am partly responsible for derailing the thread. We can talk up the entertainment value of your deflating ego somewhere else, but lets leave this thread with constructive commentary, shall we?
1. Post 361 - I quote 'You are already putting out in 5 shots with a rail turret 1,656 base damage MORE than an entire XT201 Missile launcher Clip can do vs Armor.
Without sacrificing any HP for damage mods, in 5 shots you can already out-DPS in your own proposed glass cannon Missle Tank.'
2. Problem - You cannot fire 5 shots with a railgun 2a. Railgun will overheat on the 4th shot and stall 2b. DPS - Damage per second - The missile turret is an alpha turret which fires all missiles in my experience as a HAV pilot in 3seconds or less depending if it does full auto and not glitch up where as to fire 5 shots with a railgun i have to wait for the that 4/5 shot if i do not want to overheat so you will never out DPS a alpha missile turret
3. Maths - It doesnt take into account the railguns overheat which you get wrong at 5 so all your maths and also DPS stats are completely wrong
4. Next
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Lazer Fo Cused
Shining Flame Amarr Empire
640
|
Posted - 2015.01.26 14:49:00 -
[26] - Quote
Breakin Stuff wrote:I bring this up because you're rather frequently crossing the line into personal attack. This is neither constructive and it's against the ToS.
Learn how to talk to your peers. Because you are not above anyone posting on this board.
1. Personal attack? No its pointing out that something is wrong to the point where i do not believe them to be a pilot due to the fact that they got key points on turrets completely wrong
2. Where did i insult them?
3. Thats rich ive already reported you several times for personal attacks |
Lazer Fo Cused
Shining Flame Amarr Empire
640
|
Posted - 2015.01.26 15:11:00 -
[27] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:I bring this up because you're rather frequently crossing the line into personal attack. This is neither constructive and it's against the ToS.
Learn how to talk to your peers. Because you are not above anyone posting on this board. 1. Personal attack? No its pointing out that something is wrong to the point where i do not believe them to be a pilot due to the fact that they got key points on turrets completely wrong 2. Where did i insult them? 3. Thats rich ive already reported you several times for personal attacks There is a difference between attacking your thesis/position and attackingng YOU. I can assault your logic all I want. I can say your methods of communicating with people are childish. I cannot start making callouts about how clearly you are (insert epithet here) by implication or outright saying it. You are flagrantly doing the latter. Quit trying to dominate everyone via post. We are having none of it. You are one voice among many. Not "the one." You want respect for your ideas? Earn that respect.
1. You are right on one thing - 'You are the voice among many' - Unfortuantly for me and the vehicle playstyle which all this rests upon the 'many' are AV and infantry players which far outnumber pilots in this game which frankly is the sole reason why i will not be quiet. I will not stand by and support all light weapons doing damage to vehicles or having a 'pro' vehicle which does not improve on the hull while infantry have it all yet feel that they have the right to restrict another playstyle simply because they do not like vehicles.
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Lazer Fo Cused
Shining Flame Amarr Empire
645
|
Posted - 2015.01.27 10:57:00 -
[28] - Quote
Aeon Amadi wrote:One thing is for certain:
Dual hardener shield HAVs need to die in a fire. Waaaaaay OP.
1. No
2. Not OP since they take forever to cooldown
3. Why do you want to tell pilots how to fit something? |
Lazer Fo Cused
Shining Flame Amarr Empire
645
|
Posted - 2015.01.27 11:05:00 -
[29] - Quote
1. Doesnt feel New Eden if vehicles do not have Capacitors 1a. As for adding another layer of complexity my standard PC Madrugar fit had 6 active modules all requiring different uses and to be turned on and off as and when needed depeding on the situation and that alone seperated the best from the average pubbie 1b. Why cant you roughly copy and paste numbers from EVE for modules activation times and cap usage along with cap recharge rates etc - Pick a 7slot ship and borrow from it and see how it goes
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Lazer Fo Cused
Shining Flame Amarr Empire
645
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Posted - 2015.01.27 11:16:00 -
[30] - Quote
CCP Rattati wrote:Vulpes Dolosus wrote:On a somewhat related topic: Rattati, do you see changing other vehicle and suit progression to follow tanks? That is, all have the same slots across tiers only changing CPU/PG? It is a form of tiericide, but I am not sold on its necessity, why bother if you aren't getting better. I enjoy unlocking and fitting proto and seeing how well I have done. The issue isn't proto gear, it's fair fights. And I do not feel constrained to apply the same logic on vehicles and dropsuits, in a 16v16 environment, vehicles should not ever be dominant.
1. Disagree - Its either the same for all or not at all - Vehicles have had this 'tiercide' which has only got worse since 1.7 with a 5slot layout - My proto amarr logi doesnt stay at 4 slots at proto so frankly i dont expect my proto hull to still be at 5slots which basically means the fit im using at basic will be upgraded to a proto hull but nothing changes, no variety, no new fits just the same boring cookie cutter fit that everyone uses which means there is no point in skilling for proto hulls because you are not getting better
2. What happens if it doesnt stay 16v16? Does that mean you will have to rework vehicles again and all the numbers because you didnt want vehicles to be too powerful in a 32player game - Right now large and small turrets cannot suppress infantry let alone kill them and vehicles cannot hack points and with a 3man HAV thats 3 less infantry so 13 are left on the field and in the end as it always is the team with most infantry always wins, the team with most vehicles loses |
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Lazer Fo Cused
Shining Flame Amarr Empire
645
|
Posted - 2015.01.27 13:04:00 -
[31] - Quote
CCP Rattati wrote:question, shield boosters in low? Given that similar to dropsuits, all vehicles get a slim natural rep, so as to not be forced to fit a rep mod in a low.
1. Nope - Never been low slots ever but what is the reasoning for this?
2. Slim armor rep may stop armor tanking in a shield vehicle |
Lazer Fo Cused
Shining Flame Amarr Empire
645
|
Posted - 2015.01.27 13:11:00 -
[32] - Quote
CCP Rattati wrote:Lazer Fo Cused wrote:CCP Rattati wrote:Vulpes Dolosus wrote:On a somewhat related topic: Rattati, do you see changing other vehicle and suit progression to follow tanks? That is, all have the same slots across tiers only changing CPU/PG? It is a form of tiericide, but I am not sold on its necessity, why bother if you aren't getting better. I enjoy unlocking and fitting proto and seeing how well I have done. The issue isn't proto gear, it's fair fights. And I do not feel constrained to apply the same logic on vehicles and dropsuits, in a 16v16 environment, vehicles should not ever be dominant. 1. Disagree - Its either the same for all or not at all - Vehicles have had this 'tiercide' which has only got worse since 1.7 with a 5slot layout - My proto amarr logi doesnt stay at 4 slots at proto so frankly i dont expect my proto hull to still be at 5slots which basically means the fit im using at basic will be upgraded to a proto hull but nothing changes, no variety, no new fits just the same boring cookie cutter fit that everyone uses which means there is no point in skilling for proto hulls because you are not getting better 2. What happens if it doesnt stay 16v16? Does that mean you will have to rework vehicles again and all the numbers because you didnt want vehicles to be too powerful in a 32player game - Right now large and small turrets cannot suppress infantry let alone kill them and vehicles cannot hack points and with a 3man HAV thats 3 less infantry so 13 are left on the field and in the end as it always is the team with most infantry always wins, the team with most vehicles loses 1. Frankly, it's not 2. We will just rebalance
1. So then the only difference between basic/adv/pro is going to be PG/CPU and that is it? - For me this is key if vehicles do not improve in slots not even by 1 per tier then i really cant see myself bothering with vehicles since there is no incentive for the SP required let alone currently with a basic hull and all pro modules it still takes 1 pro AV to kill it |
Lazer Fo Cused
Shining Flame Amarr Empire
645
|
Posted - 2015.01.27 13:13:00 -
[33] - Quote
CCP Rattati wrote:Lazer Fo Cused wrote:CCP Rattati wrote:question, shield boosters in low? Given that similar to dropsuits, all vehicles get a slim natural rep, so as to not be forced to fit a rep mod in a low. 1. Nope - Never been low slots ever but what is the reasoning for this? That was not the question. There is no shield based mod available, like regulators for dropsuits.
1. You said shield booster which is high slot not shield mod for low slot
2. In EVE there is flux coils which basically are regulators in DUST and also we had power diagnostic modules which helped with shield also - Regulators would be useful if in comparision to whacking an armor plate in the lows |
Lazer Fo Cused
Shining Flame Amarr Empire
646
|
Posted - 2015.01.27 14:42:00 -
[34] - Quote
1. Due to the new patch all new experiment weapons now get more damage, more ammo, more in the clip so they will hammer vehicles harder than now - That alone changes it all again - That extra slot per tier is looking like a must have right now if im going against that |
Lazer Fo Cused
Shining Flame Amarr Empire
651
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Posted - 2015.01.27 16:19:00 -
[35] - Quote
DeathwindRising wrote:CCP Rattati wrote:Lazer Fo Cused wrote:CCP Rattati wrote:question, shield boosters in low? Given that similar to dropsuits, all vehicles get a slim natural rep, so as to not be forced to fit a rep mod in a low. 1. Nope - Never been low slots ever but what is the reasoning for this? That was not the question. There is no shield based mod available, like regulators for dropsuits. it was called power diagnostic unit. it gave a modest bonus to shield hp, shield recharge, and PG. it was for pilots that wanted a full passive shield tank setup. that was back when tank shields had no delay though, so id also add shield delay reduction to it as well or replace the PG bonus for the shield delay reduction.
1. It was useful
2. It looks like regulators which means the delay is still in which is fine for dropsuits but vehicles should have a constant passive regen |
Lazer Fo Cused
Shining Flame Amarr Empire
653
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Posted - 2015.01.27 16:26:00 -
[36] - Quote
Pokey Dravon wrote:
If you did constant passive regen, regen rate would have to be exceptionally low since it would mean the vehicle would be naturally negating X DPS naturally, all the time. As I've stated before, unmodified shield regen in EVE is VERY slow for this very reason.
1. Already done it on my sheet |
Lazer Fo Cused
Shining Flame Amarr Empire
664
|
Posted - 2015.01.27 16:34:00 -
[37] - Quote
1. https://docs.google.com/spreadsheets/d/1m7G9wnM6gcnNM6oP6mw5oYgHQZF6XYelYh0PTgk72iM/pubhtml |
Lazer Fo Cused
Shining Flame Amarr Empire
668
|
Posted - 2015.01.27 17:07:00 -
[38] - Quote
Pokey Dravon wrote:Alright the regen values are pretty reasonable maybe a little high for the Sageris but I'm not going to spend time on that, though I'm not entirely sold on why we have to make it different from how infantry works.
1. Well a vehicle is far more powerful than a meatbag and that alone can justify it |
Lazer Fo Cused
Shining Flame Amarr Empire
670
|
Posted - 2015.01.27 17:35:00 -
[39] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote:Pokey Dravon wrote:Alright the regen values are pretty reasonable maybe a little high for the Sageris but I'm not going to spend time on that, though I'm not entirely sold on why we have to make it different from how infantry works. 1. Well a vehicle is far more powerful than a meatbag and that alone can justify it Not.....really? I don't see why functionally it's a better idea to break existing mechanics other than "I want to, because lore"
1. Its a vehicle which requires an engine to move it and a shield generator for the shield and also has 10times the PG and 5times more CPU so considering how its alot more powerful than a 5ft suit why should it struggle to have a small constant shield passive recharge? |
Lazer Fo Cused
Shining Flame Amarr Empire
671
|
Posted - 2015.01.27 17:48:00 -
[40] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote:Pokey Dravon wrote:Lazer Fo Cused wrote:Pokey Dravon wrote:Alright the regen values are pretty reasonable maybe a little high for the Sageris but I'm not going to spend time on that, though I'm not entirely sold on why we have to make it different from how infantry works. 1. Well a vehicle is far more powerful than a meatbag and that alone can justify it Not.....really? I don't see why functionally it's a better idea to break existing mechanics other than "I want to, because lore" 1. Its a vehicle which requires an engine to move it and a shield generator for the shield and also has 10times the PG and 5times more CPU so considering how its alot more powerful than a 5ft suit why should it struggle to have a small constant shield passive recharge? Again the only reason you're offering is "because lore". Give me a reason to why breaking existing convention would make the gameplay better.
1. Stops light weapons from causing permanent damage
2. It was also in chrome/uprising and no one complained about it then also |
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Lazer Fo Cused
Shining Flame Amarr Empire
675
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Posted - 2015.01.27 18:52:00 -
[41] - Quote
Pokey Dravon wrote:Shield Recharge threshold makes the light weapon thing non-issue.
And I know you pretty much worship Chromo as your personal messiah, but that doesn't mean constant shield regen was better. It was often very confusing for new players who would see dropsuits perform extremely differently than vehicles, such that shield vehicles performed more like armor infantry. It's inconsistent, confusing, and poorly designed.
Now obviously vehicles have active modules and dropsuits do not, so we'll leave that out of it since those concepts are non comparable.
However, it is a more consistent design to have shield vehicles and infantry both operate on natural, but delayed regen system with modules to reduce recharge and boost rate. Just as it is more consistent to have both armor vehicles and infantry fit modules which passively repairs armor constantly at a very slow rate.
You're basically saying "I want to break existing convention to make shields perform like armor". If you want constant regen at a slow rate, why do you not just use armor then and keep the conventions between vehicle and infantry the same?
1. You say non issue but im reading posts in which you want laser rifles to cause damage to vehicles
2. Chromo was damn good
3. The difference between vehicle and dropsuits is already huge anyways but they should be different because they are different
4. So then if infantry and vehicles are supposed to be similar then why is rattati not giving more slots to adv/proto vehicles just like infantry has? really you cannot say that vehicles and infantry should be the same when in key areas they are not the same like in the skill tree for example where infantry have useful core basic skills and vehicles do not |
Lazer Fo Cused
Shining Flame Amarr Empire
678
|
Posted - 2015.01.27 19:38:00 -
[42] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote: 1. You say non issue but im reading posts in which you want laser rifles to cause damage to vehicles
2. Chromo was damn good
3. The difference between vehicle and dropsuits is already huge anyways but they should be different because they are different
4. So then if infantry and vehicles are supposed to be similar then why is rattati not giving more slots to adv/proto vehicles just like infantry has? really you cannot say that vehicles and infantry should be the same when in key areas they are not the same like in the skill tree for example where infantry have useful core basic skills and vehicles do not
I. I never said I want laser rifles to cause damage to vehicles. I said Ideally more AV would on the field at any given moment so that vehicles can afford to be stronger. I'm actually not a huge fan of AP weapons doing considerable AV damage. II. Just because Cromo had good stuff it in, does not mean all of it was good. III. Again "because lore", I guess that's you're only reason. IV. Also there is discussion about moving infantry to having all tiers have the same slot layout with just increasing resources per level, so yeah, they very well might end up on the same type of system. Also Ratatti has already clearly talked about reworking the skill tree, and you're right, it should move to having better core skills, and it likely will. Again I will ask, if you want a tanking style that reps constantly, why not just use armor? Or is that "because roleplaying"? ;)
1. It doesnt matter because infantry are already supporting this
2. Really it mostly was all good, now its currently all bad
3. Lore? No its a fact - A vehicle cannot hack an objective
4. Armor in EVE does not and never has repped passively yet in DUST it does and it shouldnt yet in EVE shield reps consistantly yet in DUST it doesnt so can you stop screaming 'lore' when it suits you 4a. If its in EVE it should be in DUST because its all new eden - Thats lore but thats also a quick way to balancing 4b. If infantry go to tiercide i bet you now that my Gallente assault suit will still have 8 slots in a 3/5 layout and not as a 1/3 layout where as vehicles will still have 3/2 layout which offers nothing at all - We already have it, the pro tanks that rattati wants to introduce we already have now except it will cost 2.7mil for no improvement
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
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Lazer Fo Cused
Shining Flame Amarr Empire
682
|
Posted - 2015.01.27 19:55:00 -
[43] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:
1. It doesnt matter because infantry are already supporting this
2. Really it mostly was all good, now its currently all bad
3. Lore? No its a fact - A vehicle cannot hack an objective
4. Armor in EVE does not and never has repped passively yet in DUST it does and it shouldnt yet in EVE shield reps consistantly yet in DUST it doesnt so can you stop screaming 'lore' when it suits you 4a. If its in EVE it should be in DUST because its all new eden - Thats lore but thats also a quick way to balancing 4b. If infantry go to tiercide i bet you now that my Gallente assault suit will still have 8 slots in a 3/5 layout and not as a 1/3 layout where as vehicles will still have 3/2 layout which offers nothing at all - We already have it, the pro tanks that rattati wants to introduce we already have now except it will cost 2.7mil for no improvement
Butte 1: Being petulant again, no one likes whining. Butte 2: Yep we want to spoil your fun by not allowing you to be invulnerable. There are plenty of games where you can use an invulnerability code at any time. go play one. Butte 3: Your facts and what everyone else recognize as anecdote or circular logic share some striking similarities. Butte 4: This isn't EVE Online. Butte 4a: MMOS spaceship game does not balance like an FPS. I ran that statement past a five year old. They said it made no sense. I concur. Butte 4b: You run a gallente assault suit? Filthy infantry you have no business posting in a vehicle thread.
1. You have done it for long enough and you keep getting buffs for it so it must work
2. You mean i want useful vehicles
3. You are saying a vehicle can hack an objective? Please provide video evidence
4. No this is New Eden which is both EVE and DUST514 4a. Missing the point as usual 4b. Neither do you but you are still here
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
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Lazer Fo Cused
Shining Flame Amarr Empire
682
|
Posted - 2015.01.27 20:17:00 -
[44] - Quote
Pokey Dravon wrote:Lazer Fo Cused wrote: 1. It doesnt matter because infantry are already supporting this
2. Really it mostly was all good, now its currently all bad
3. Lore? No its a fact - A vehicle cannot hack an objective
4. Armor in EVE does not and never has repped passively yet in DUST it does and it shouldnt yet in EVE shield reps consistantly yet in DUST it doesnt so can you stop screaming 'lore' when it suits you 4a. If its in EVE it should be in DUST because its all new eden - Thats lore but thats also a quick way to balancing 4b. If infantry go to tiercide i bet you now that my Gallente assault suit will still have 8 slots in a 3/5 layout and not as a 1/3 layout where as vehicles will still have 3/2 layout which offers nothing at all - We already have it, the pro tanks that rattati wants to introduce we already have now except it will cost 2.7mil for no improvement
i. Then don't accuse me of saying things and trying to skew the conversation. ii. Sure, lots of good stuff. Again, not 100% was. iii. The way tanking styles work have nothing to do with hacking objectives. You're deflecting. iv. It's impossible to make a direct comparison to EVE because EVE doesn't run off of a cooldown/duration system, so the relationship between shields and armor in EVE don't work in Dust. Does armor regenerate passively? No, but you can make a Cap Stable fit in EVE which armor can and will regenerate constantly. This is achieved in Dust with passive armor reps. Active modules are obviously a non-stable alternative which provide a larger benefit but with a duration which needs to be pulsed manually. So in reality, it doesn't differ all that much from EVE once you get the proper modules in. Shield regens without modules, armor does not. Both are capable of stable and unstable fits via passive and active modules. The only difference is that shields in Dust have a much higher natural shield regen rate in exchange for a recharge delay, namely because the pace of combat is far different. So hey, just for you buddy, we'll add in a Flux Shield Regulator that'll drop your little recharge delay down to zero, and give you a comfy 5-10HP/s recharge, because that's about how good it would be in EVE. Sounds good?
1. You still want it, you already said that you back it
2. Near enough, better than 10% now
3. Im right, i cant hack a point
4. Yes it does because capacitors
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
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Lazer Fo Cused
Shining Flame Amarr Empire
689
|
Posted - 2015.01.28 08:57:00 -
[45] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote: 1. You still want it, you already said that you back it
2. Near enough, better than 10% now
3. Im right, i cant hack a point
4. Yes it does because capacitors
there's a bucket over there. please go cry into it when you realize that your efforts are futile.
1. Infantry win, vehicles lose just as had predicted - off to doomhiem i go
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
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